Engineers Why can we only pin ONE blueprint?

You're telling me our ships can jump several light years but can't store more than a few lines of text? Seriously, you shouldn't need to fly to the engineer to see the materials required for their blueperints, let alone the blueprints they have! We should be able to access that information from the engineers tab. In fact, now that I think about it, this game could use an in-game "elite-pedia", like Kerbal Space Program [blah]
 
More annoying: why can't we see what level of mods the engineer can actually do without visiting.

Personally I have my elite-pedia mapped to alt-tab, works a treat :)

Edit: maybe we could do a Kickstarter to find the changes - get on it OP
 
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I don't mind not knowing what an engineer can do until we've unlocked them, that's fine.
Once we have though we should be able to access information about all the mods at the levels we've unlocked. This is information you've seen at that point and forcing people to write it down or use an external website (which may give you _more_ information) is just silly. Being able to pin a blueprint so you can quick reference something you are after right now is fine, useful even, but don't block access to everything else and allow pinning of blueprints from your available information pool.

The navigational equivalent being only ever being able to see the planets of a system you are currently in with the exception of a single external target marker in another system. I don't think that would be a great idea either and fortunately we don't have that!
 
Indeed, it's silly.

Same goes for commodity prices for stations you have visited. Don't need an up to date list, just the snapshot of the prices when you last visited.

Yes, I entirely agree with you, that would be great and very sensible.
If there is an issue with central server storage (which I wouldn't expect but maybe) then use local storage (with the understanding this is won't be available if you play from another machine).
A history of prices would, perhaps, be better but for sanity sake perhaps just last prices you saw is enough.
Then make the information searchable, a bit.
 
Indeed, it's silly.

Same goes for commodity prices for stations you have visited. Don't need an up to date list, just the snapshot of the prices when you last visited.

It's even more silly in my opinion than that. We're able to establish a real-time holo-link across the entire galaxy, but we can't access the commodity prices from a space station in the same system as we are?
The whole trading side of things needs an update regarding data management as far as I'm concerned. The access of historical commodity price data is the minimum acceptable level, I want much more than that.

I don't understand how access to trade information would undermine the player's experience in a simulated galaxy, I think it would actually make the Galaxy much more interactive since this would cause the background simulation to become much more dynamic and thus would introduce a level of skill into the trading side of things.
 
But.. Pencil and paper is so 1984, and it helps me remember how awesome gaming was then!

Z...

To be fair I do like using pencil and paper a bit... I've done that out exploring for noting things down :) It too reminds me of the before times.

Still, it is 2017, I think the computer ought to be able to help with that a bit. Even an in game notepad to type things on would be useful. I'd love that actually, a captains log sort of thing.
Actually a categorised travel log with prices populated at stations with visit various other notables and the ability to add your own notes would be lovely.
I guess some of that would be a bit like the existing journal system the game uses to record events but this would be a more player focussed and available in game... Hmm.
 
Personally I find even my one blue print doesn't stay pinned.

It would be nice if you could access each engineer's recipe page from the right hand panel. Sounds easy to do ;)
 
I don't mind not knowing what an engineer can do until we've unlocked them, that's fine.
Once we have though we should be able to access information about all the mods at the levels we've unlocked.

Yup, simple as that. But it seems we're forced to alt-tab/print out pages from Inara/scribble down stuff ad nauseum
 
It is indeed silly game mechanic because almost everybody will ignore it anyway and go to interweb/inara or take paper and pen. FD should get rid of it or gave us option to look up all blueprint requirements because pin one bp at the time does not add anything to the game at all.
 
My guess is that INARA does it so much better that the devs decided to call it a day and move on to something else. Why bother to improve something that has already been done? Admittedly it is "out of game" but so are a lot of essential features that have been well covered by very clever people, and there are more pressing issues.
 
Personally I find even my one blue print doesn't stay pinned.

It would be nice if you could access each engineer's recipe page from the right hand panel. Sounds easy to do ;)

Glad it is not just me that finds that annoying. The reason they unpin by the way is when you engineer a module it auto unpins that blueprint. I find that really annoying but now I know why at least I sometimes remember to re-pin it...
 
You're telling me our ships can jump several light years but can't store more than a few lines of text? Seriously, you shouldn't need to fly to the engineer to see the materials required for their blueperints, let alone the blueprints they have! We should be able to access that information from the engineers tab. In fact, now that I think about it, this game could use an in-game "elite-pedia", like Kerbal Space Program [blah]

You can easily see the recipes for all modifications on INARA.
 
Glad it is not just me that finds that annoying. The reason they unpin by the way is when you engineer a module it auto unpins that blueprint. I find that really annoying but now I know why at least I sometimes remember to re-pin it...

I was vaguely aware of it but I always forget to re-pin after I've finished engineering lol.

I'm just in the habit of relying on INARA now :)

I hear it boosts drop chances? Is that not the case? And if you go with others who stick different bp? Not that I'd bother about engineers.

Sandro (I think, one of the devs anyway) mentioned they could do that and might not tell us if they did. I reckon people would have noticed though by now and it would be more of a thing.
 
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You're telling me our ships can jump several light years but can't store more than a few lines of text? Seriously, you shouldn't need to fly to the engineer to see the materials required for their blueperints, let alone the blueprints they have! We should be able to access that information from the engineers tab. In fact, now that I think about it, this game could use an in-game "elite-pedia", like Kerbal Space Program [blah]


couple Option here.

like some Mention you COULD go to INARA ( slow and painful)....BUT the best option is to get ED engineers! you even get notification when your Inventory is about to be full ;)

https://github.com/msarilar/EDEngineer

you can get OTHER once as well this is not the only option!

Safe flying CMDRs
o7
 
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